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<blockquote data-quote="loverdrive" data-source="post: 8962859" data-attributes="member: 7027139"><p>At any given moment, anything you can do has the same chance of success, that's what I meant.</p><p></p><p></p><p></p><p>Yes! And when backed against the wall, you can decide to fight, knowing full well that it'll create more problems than it will solve (or that this time, it'll actually work). Trying to apply your best stat is meaningless, so you might as well do something for drama.</p><p></p><p></p><p>First, yeah, it will break if someone is trying to break it to make a point. But that applies to pretty much any RPG, and probably most other kinds of games as well.</p><p></p><p>Second, even if someone will try to game the system to always succeed (instead of utilizing it as an oracle to assist with creating a story), well, there's a GM who ultimately narrates what happens. And two thirds of the actions end up creating problems. </p><p></p><p>Third, most importantly, it's an example I made up in thirty seconds to illustrate a broader point. It can be replaced by a pure randomness (and that's more or less how PbtA games work), resource management (and that's more or less how Fate and Undying work), a game of poker (and that's more or less how Dogs in the Vineyard work), or anything else.</p><p></p><p>One of the reasons I started pondering this idea was a Scum&Villainy game I'm playing in. One day, I realized that everything I do — shooting people, lurking around, running surveillance and resort to things outside of my expertise when backed against the wall — I would do even if I didn't have more dice in Scrap, Skulk and Study than everywhere else. I'm reasonably sure that I, as a player, could sweet-talk the GM into accepting that fighting off 20 people isn't <em>that</em> big of a deal, but I, as a player, didn't want to see that on-screen, I wanted to see my gal struggle for a change.</p><p></p><p>This incentive structure with better chances at certain things depending on the fictional circumstances doesn't do anything for me. On the contrary, it creates plenty of situations where the thing I think is cool ends up being a suboptimal play, vastly outclassed by just drawing a gun for the umpteenth time.</p></blockquote><p></p>
[QUOTE="loverdrive, post: 8962859, member: 7027139"] At any given moment, anything you can do has the same chance of success, that's what I meant. Yes! And when backed against the wall, you can decide to fight, knowing full well that it'll create more problems than it will solve (or that this time, it'll actually work). Trying to apply your best stat is meaningless, so you might as well do something for drama. First, yeah, it will break if someone is trying to break it to make a point. But that applies to pretty much any RPG, and probably most other kinds of games as well. Second, even if someone will try to game the system to always succeed (instead of utilizing it as an oracle to assist with creating a story), well, there's a GM who ultimately narrates what happens. And two thirds of the actions end up creating problems. Third, most importantly, it's an example I made up in thirty seconds to illustrate a broader point. It can be replaced by a pure randomness (and that's more or less how PbtA games work), resource management (and that's more or less how Fate and Undying work), a game of poker (and that's more or less how Dogs in the Vineyard work), or anything else. One of the reasons I started pondering this idea was a Scum&Villainy game I'm playing in. One day, I realized that everything I do — shooting people, lurking around, running surveillance and resort to things outside of my expertise when backed against the wall — I would do even if I didn't have more dice in Scrap, Skulk and Study than everywhere else. I'm reasonably sure that I, as a player, could sweet-talk the GM into accepting that fighting off 20 people isn't [I]that[/I] big of a deal, but I, as a player, didn't want to see that on-screen, I wanted to see my gal struggle for a change. This incentive structure with better chances at certain things depending on the fictional circumstances doesn't do anything for me. On the contrary, it creates plenty of situations where the thing I think is cool ends up being a suboptimal play, vastly outclassed by just drawing a gun for the umpteenth time. [/QUOTE]
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